/Engine/Source/Editor/UnrealEd/Public/Kismet2/KismetDebugUtilities.h
Reapplies the breakpoint (used after recompiling to ensure it is set if needed)
static void ReapplyBreakpoint ( [FBlueprintBreakpoint](API\Editor\UnrealEd\Kismet2\FBlueprintBreakpoint) & Breakpoint )